Skip to main content

The Condemnation of Enuk'Lun




Wearing a verdigris death-mask bearing a long-braided beard, this remnant of the sorcerer-king's forgotten empire still strives to bring judgment to all those who bow before false divinity. What exactly is false divinity? Why anything not cowering before the dread gaze of Enuk'Lun, of course. In life, the ghost was a chief inquisitor for the empire and the sentence was always death. Now, it wanders a landscape changed by centuries of history and refuses to let go of its devotion to the long-dead sorcerer-king. Rounding out its attire is a long robe curling on itself and edged with geometric patterns and fingerbone tassels. Its bare skull is partially covered by a conical headdress with cracked, grey gemstones. The bottom of the robe trails off into nothingness, though a clutch of hanging chains connecting to the rock he was drowned with can occasionally be seen.


A singularly powerful ghost, the Condemnation of Enuk'Lun is utterly disgusted by the modern world and travels the realm awakening the constructs and undead within the ruins of Enuk'Lun's empire. He plans to raze it all to the ground and rebuild a society dedicated once more to the sorcerer-king. When Enuk'Lun returns, he will find the world as it should be and the ghost's devotion will be rewarded. Of course, this ancient megalomaniac is long dead and his work all but swallowed by the sands of time, but the Condemnation of Enuk'Lun is too crazed to care

The Condemnation of Enuk'Lun

Medium undead, neutral evil

Armor Class 16

Hit Points 237 (19d8 + 152)

Speed 0ft

Fly 50ft (hover)

Str 7 Dex 22 Con 26 Int 16 Wis 23 Cha 30

Saving Throws Int +10, Wis +13

Skills Arcana +10, Insight +13, Intimidation +17, Perception +13

Damage Resistances acid, fire, lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks

Damage Immunities cold, necrotic, poison

Condition Immunities charmed, exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained

Senses darkvision 120 ft., truesight 30 ft., passive Perception 16

Languages Common, Elvish, The Tongue of Enuk'Lun

Challenge darkvision 60 ft., passive Perception 23

Chill of the Grave.

If a creature begins its turn within 30ft of the ghost, or when a creature first enters the area of effect on its turn, it takes 6(1d10) cold damage. The ghost can activate or deactivate this ability as a bonus action.

Ethereal Sight.

The ghost can see 60 ft. into the Ethereal Plane when it is on the Material Plane, and vice versa.

Incorporeal.

The ghost can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Magic Resistance.

The ghost has advantage on saving throws against spells and other magical effects.

Actions

Multiattack.

The ghost makes two withering touch attacks.

Withering Touch.

Melee Weapon Attack: +17 to hit, reach 5 ft., one target. Hit: 37 (9d6 + 7) necrotic damage. If this damage reduces the target to 0 hit points, it is reduced to a pile of coarse salt along with all of its non-magical equipment. The creature can be restored to life only by means of a true resurrection or a wish spell. This attack automatically disintegrates a Large or smaller nonmagical object or a creation of magical force. If the target is a Huge or larger object or creation of force, this attack disintegrates a 10-foot-cube portion of it. A magic item is unaffected by this spell.

Proclamation of Doom.

All non-undead creature within 60 ft. of the ghost that can hear it must succeed on a DC 21 Wisdom saving throw or be frightened for 1 minute. If the save fails by 5 or more, the target also takes 30 (5d10) psychic damage at the start of each of its turns. An affected creature may repeat this save at the end of each of its turns with effects ending on success.

Etherealness.

5The ghost enters the Ethereal Plane from the Material Plane, or vice versa. It is visible on the Material Plane while it is in the Border Ethereal, and vice versa, yet it can't affect or be affected by anything on the other plane.

Telekinetic Thrust.

The poltergeist targets a creature or unattended object within 90 feet of it. A creature must be Medium or smaller to be affected by this magic, and an object can weigh up to 500 pounds.


If the target is a creature, the poltergeist makes a Charisma check contested by the target's Strength check. If the poltergeist wins the contest, the poltergeist hurls the target up to 30 feet in any direction, including upward. If the target then comes into contact with a hard surface or heavy object, the target takes 2d6 damage per 10 feet moved.


If the target is an object that isn't being worn or carried, the poltergeist hurls it up to 30 feet in any direction. The poltergeist can use the object as a ranged weapon, attacking one creature along the object's path (+17 to hit) and dealing 36 (8d8) bludgeoning damage on a hit.

Comments

Popular posts from this blog

Knave of Knights

Bound to the Cavalcade of the King of Fools , this fallen angels wears a mockup of platemail armor crafted from bright pressed velvet and knitted wool but his weapons are nevertheless quite real. Said weapons are a whip crafted from liars's tongues and a lance of hell iron he wields as if it was made from driftwood. The stub of burnt wings jut from his back with multi-colored streamers dangling from the charred bones. The Knave of Knights fell in with the Cavalcade when he vowed to defend a rightful king's right to rule, only to find out that the sire he fell in with was a bastard usurper who had successfully taken his brother's place. Cursed and broken mentally by the deception, he was easily felled by the King of Fools and given a new place at the archdevil's side serving as his jester and favored knight all wrapped into one. Knave of Knights Medium Fiend (devil), lawful evil Armor Class 18 (natural armor) Hit Points ...

The Black Lady

The Black Lady claims to be the The King of Fools' concubine and takes pride in the title despite how other devils look down on her and the rest of the cavalcade for it. She adores the 'silly' archdevil to no end and works tirelessly to ensure that the devils beneath him show the properly courtly respect that her lord is due... if he is around. Otherwise, she focuses more on vicious gossip, violent fetes, and malicious matchmaking. Pitch black in skin with burning red eyes, the Black Lady's legs end in smolding pig hooves while long, curled horns poke from her ebony coiffure. She wears a variety of overy fancy dresses that are always stripped, monochrome, and risque. One accessory she is never without is an enchanted fan made from burnt angel feathers. This fan is as sharp as any demon's claws and will always return to her hand. The Black Lady Medium Fiend (devil), lawful evil Armor Class 22 (natural armor) Hit Points...

Crackle

A singular being, Crackle is a bolt of lightning given sentience after hiting a monk meditating atop the mountain. In fact, it believes it is that very monk reincarbated from a smoldering husk instead of the force which killed it. Crackle takes on a humanoid shape, chaning its lighting to appear to have skin and clothing. However, ripples of electricity constantly wiggle along its form. Often times its hair, clothing, and arms will clip through one another for Crackle is an imperfect copy. Crackle travels about, driven by a strong sense of law if not justice. It has a hard time empathizing with other points of view than the one it adopted and flies into a rage when pressed on its true nature. Crackle Medium elemental, lawful neutral Armor Class 14 Medium elemental, lawful neutral Speed 30 ft Str 15 Dex 18 Con 16 Int 11 Wis 16 Cha 18 Damage Resistances thunder; bludgeoning, piercing, and slashing ...